
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Nekarcos's Quality of Life 02a: Tile Scanner (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: High Background: After watching a friend nearly rage quit ToME after failing to understand stealth mechanics. It inspired me to add more information to the UI! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Alchemist Notifications 1.7.0Pops up a notification when you collect all the ingredients for an elixir in the Brotherhood of Alchemists quest. Also available as part of the ZOmnibus Addon Pack. Nekarcos's Quality of Life 08: Life Displays (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
One Step Forward 1.7.6Gives every character a very simple (and very dangerous) talent: take exactly one step forward. Meant to make life much easier when playing on a controller / Steam Deck / toaster. If no hostiles are visible, will use the same targeting rules as auto-explore. If hostiles are visible, will step towards the targeted hostile. If the targeted hostile is adjacent, they will be bump-attacked. This means you will walk towards or attack either: By default, steps will ask for confirmation, unless you enable "Automatic accept target" in your ToME settings (ctrl+shift+p by default) or disable "Confirm before stepping" in the addon options. There are several other options available in the in-game Game Options menu under "[One Step Forward]". Heavily inspired by the auto-attack system in Path of Achra (which was in turn heavily inspired by ToME). Please note: The author is a software engineer, but as an experiment this was heavily vibe-coded so do not be surprised if your game explodes. Nekarcos's Quality of Life 03: Summoning Timer (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns.
NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.6Donators/Buyers bonus! Automatic Transmission 1.7.6An overhaul of auto-use. Fine-grained control over when talents are used. Per-talent rules (right-click a talent to Configure):
Based originally on this addon: NOTE: this was heavily vibe-coded, so do not be surprised if your character turns into a pumpkin. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Nekarcos's Quality of Life 04: Healing Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Combat Turn Separators 1.7.6Combat Turn Separators (non-intrusive)This addon provides a compact, non-intrusive display of combat turn information in the game log. It helps you follow fights by showing turn counts and recent turn activity. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons.
Notes
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-combat-turn-separators. Version history
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Orcs |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Orc |
| Class | Sawbutcher |
| Level / Exp | 50 / 1237% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 108 (base 60) |
| Dexterity | 81 (base 60) |
| Constitution | 68 (base 29) |
| Magic | 9 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 76 (base 60) |
Resources
| Life | 1492/1492 |
| Stamina | 264/264 |
| Steam | 95/95 |
| Healing Factor | 1.1185538321441 |
| Regeneration | 10.73529270898 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +579.91198508443% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| ESP Range | 20 |
| ESP Kinds | humanoid, giant |
Offense: Mainhand
| Damage | 184 |
| Accuracy | 72 |
| Crit Chance | 61% |
| APR | 53 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 84 |
| Accuracy | 72 |
| Crit Chance | 61% |
| APR | 53 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +16% |
| Physical | +24% |
| Fire | +34% |
| All | +10% |
Offense: Damage Penetration
| Acid | +24% |
| Lightning | +21% |
| Nature | +25% |
| Cold | +21% |
| Physical | +54% |
| Fire | +54% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 115.13943112722 (100%) |
| Defense | 66 |
| Ranged Defense | 66 |
| Fatigue | 57 |
| Physical Save | 58 |
| Spell Save | 9 |
| Mental Save | 26 |
Defense: Resistances
| Lightning | + 62%( 70%) |
| Light | + 49%( 70%) |
| Mind | + 57%( 70%) |
| Darkness | + 53%( 70%) |
| Physical | + 46%( 70%) |
| Fire | + 62%( 70%) |
| All | + 38%( 70%) |
Defense: Immunities
| Pinning Resistance | 70% |
| Stun Resistance | 100% |
| Blind Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.6 steam per turn. Can be activated for an instant burst of 63 steam. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 144% efficiency and cooldown mod of 53%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 135% efficiency and cooldown mod of 65%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.9 steam per turn. Can be activated for an instant burst of 69 steam. |
Class Talents
| Steamtech / Battlefield management | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Steamtech / Furnace | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Steamtech / Automated butchery | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Steamtech / Battle machinery | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Other / One Step Forward | 1.00 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Furnace |
| talent | Tempest of Metal |
| talent | Grinding Shield |
| talent | Overheat Saws |
| talent | Goresplosion |
| talent | Mow Down |
| talent | Melting Point |
| talent | Saw Wheels |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. * The first valve has been destroyed. * The second valve has been destroyed. * The third valve has been destroyed. | done |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Inside some of your foes you have found some intact pieces that give you new ideas. Research. Tinker. Annihilate.Keep on killing mechanical contraptions or steam-related foes... * You destroyed a mecharachnid equiped with a flamethrower. Both those things could prove very useful. * You have studied the 'remains' of an greater or ultimate hethugoroth, providing new ideas for ways to annihilate with heat. * The impressive Automated Defense System remains will prove very useful to create automated and self-deploying constructs. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | Steam Powered Boots (8 def, 15 armour) 3.0 T5 feet armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+2 eff.) Fatigue +8% Pinning- +50% ---------- misc Talents +5 Rocket Boots Generate 3 steam each time you walk. Boots. But with steam power! |
| On hands | Hands of Creation (0 def, 10 armour) 1.5 T5 hands armor [Unique] Steamtech While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +20 (+5 eff.) Steampwr +20 (+5 eff.) Res.pen +20% physical +20% fire ----- def ----- Armour +10 ---------- misc Max.enc +20 Talents +5 Project Saw Unarmed combat: Power 144% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 91% Melee+ +20 fire On landing any melee attack, release a fiery shockwave, dealing fire and physical damage each equal to your steampower in a cone from the target of radius 3. From your hands have been wrought incredible works. Your works have been forged in fire, and so have you. |
| On head | Steam Powered Helm (3 def, 12 armour) 3.0 T5 head armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con dps ---------- Acc +25 (+6 eff.) ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% ---------- misc Light +7 A Helmet. But with steam power! |
| Tool | voratun torque of psionic shield [power 167] (18 cooldown)2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 167 for 5 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | stralite ring 'Noontrial'0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Armour +8 Resists +9% lightning +2% physical +18% light +6% mind Die.at -60.00 life HP.reg +6.00 Stun/Frz- +27% Rings make your fingers look great! |
| On fingers | Ring of Lost Love0.1 T4 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +6 Str +6 Dex +6 Wil +6 Cun -10 Lck dps ---------- Dmg.mod +10% all ----- def ----- Resists +25% mind +10% all ---------- misc Telepathy Humanoid Giant Telpty rng +10 You feel something is very wrong with this ring. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
| Around waist | balancing drakeskin leather belt of recklessness 1.0 T5 belt armor [Ego++] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Phys.crit +17.0% Mind.crit +5% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) A belt that goes around your waist. |
| In main hand | caustic voratun steamsaw of massacre (165% power, 20 apr) 3.0 T5 steamsaw 1H weapon [Ego+] Nature/Master/Steamtech Power 165% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +25.0% Atk.spd 100% Block +88 On Crit.r2 +38 acid +13 nature Uses 1.0 Steam While equipped: dps ---------- Res.pen +17% acid +18% nature Apr +10 ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Main armor | Cuirass of the Thronesmen (20 def, 42 armour) 17.0 T4 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +6 Con ----- def ----- Armour +42 Hardiness +10% Defense +20 (+5 eff.) Fatigue +15% Resists +25% darkness +25% fire Crit.chn- 35.00% Phys.save +40 (+10 eff.) Heal.mod -30% Stun/Frz- +40% Knockbk- +40% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
| In off hand | stormbringer's voratun steamsaw of projection (151% power, 20 apr) 3.0 T5 steamsaw 1H weapon [Ego++] Nature/Psionic/Steamtech Power 151% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +25.0% Atk.spd 100% Block +104 On Crit.r2 +39 lightning +15 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: dps ---------- Mov.spd +46% Res.pen +14% lightning +14% cold ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | Jetpack (10 def, 0 armour) 2.0 T5 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+3 eff.) Resists +30% lightning Phys.save +10 (+3 eff.) Stun/Frz- +50% ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
| Around neck | serendipitous stralite amulet of murder0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: Stats +10 Lck dps ---------- Crit.mult +10.00% Acc +17 (+4 eff.) Apr +14 ----- def ----- Defense +10 (+3 eff.) Unseen.red 13% Amulets make your neck look great! |
Inventory
medical injector implant (efficiency 121% / cooldown 73%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 121% efficiency and cooldown mod of 73%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 95% / cooldown 81%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 95% efficiency and cooldown mod of 81%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 9)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.0 steam per turn. Can be activated for an instant burst of 45 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 14)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 13)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.4 steam per turn. Can be activated for an instant burst of 67 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.6 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.5 steam per turn. Can be activated for an instant burst of 52 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion of the warrior (speed 949%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 949% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 427%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 427% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 127; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 127 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 33%; mental; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the duelist (absorb 120; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 120 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 128; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 128 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 38; blocks 6; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 38 up to 6 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative Armour0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flare Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Hand Cannon0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder Grenade0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Voltaic Sentry0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Islalratta the Glaciersever =iii=0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +21% mind +6% cold Res.pen +10% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Phys.save +18 (+5 eff.) Spell.save +18 (+14 eff.) Mind.save +17 (+8 eff.) Heal.mod +21% Cut- +60% Heal: Puts all charms on 25 cooldown Level 2.5 Pwr.cost 25 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 214 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Toxinstun the stralite amulet0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +9% arcane +21% nature Res.pen +25% nature +25% arcane ----- def ----- Resists +6% nature Phys.save +13 (+4 eff.) Max.HP +65.00 HP.reg +6.00 Amulets make your neck look great! |
archmage's voratun amulet of mastery (0.36 Steamtech / Engineering)0.1 T5 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Spell.pwr +4 (+4 eff.) Dmg.mod +6% acid +5% fire +6% cold +6% lightning ---------- misc Masteries +0.36 Steamtech/Engineering Amulets make your neck look great! |
enraging voratun amulet of strength (+8)0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +8 Str dps ---------- Phys.pwr +8 (+2 eff.) Phys.spd +10% Dmg.mod +6% physical Amulets make your neck look great! |
grounding stralite amulet of mastery (0.27 Steamtech / Physics) =stun28=0.1 T4 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +15% lightning Stun/Frz- +28% ---------- misc Masteries +0.27 Steamtech/Physics Amulets make your neck look great! |
insulating voratun amulet of dexterity (+7)0.1 T5 amulet jewelry [Ego] Nature While equipped: Stats +7 Dex ----- def ----- Resists +23% fire +22% cold Amulets make your neck look great! |
restful gold amulet of magic (+6)0.1 T3 amulet jewelry [Ego] Arcane/Master While equipped: Stats +6 Mag ----- def ----- Fatigue -5% HP.reg +3.00 Amulets make your neck look great! |
starlit gold amulet of vision0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +12% light +15% darkness Blind- +48% ---------- misc Infravis +5 Sight +2 See.Invis +8 Amulets make your neck look great! |
steel amulet of vision0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +14% ---------- misc Infravis +3 Sight +2 See.Invis +8 Amulets make your neck look great! |
wanderer's steel amulet of vision0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Dex +6 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +1.00 Blind- +11% ---------- misc Stam/turn +0.40 Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
warrior's gold amulet of willpower (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Boryrand the stralite ring0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +6 Dex +3 Mag dps ---------- Phys.pwr +25 (+6 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Defense +25 (+6 eff.) Resists +36% nature Phys.save +9 (+3 eff.) Die.at -60.00 life Rings make your fingers look great! |
Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+10 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 64.76 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s). Uses 23 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Umbragasher0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +16% fire Res.pen +15% darkness ----- def ----- Resists +6% acid +32% fire +20% darkness +6% cold Confus- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
Urthikath the Mirenight0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +9 (+9 eff.) Mind.pwr +9 (+4 eff.) Dmg.mod +6% all Res.pen +10% nature ----- def ----- Defense +15 (+4 eff.) Resists +6% nature Phys.save +18 (+5 eff.) ---------- misc See.Invis +12 Rings make your fingers look great! |
Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +7 Str +6 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +3% lightning +3% fire +14% nature Res.pen +5% lightning +5% fire Melee Ret 8 fire ----- def ----- Resists +28% nature +15% lightning Max.HP +38.00 Disarm- +31% Pinning- +28% Knockbk- +28% Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
conjurer's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +7 (+7 eff.) Acc +9 (+2 eff.) Apr +8 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 7 cooldown Level 3.5 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 83% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
gladiator's stralite ring of clarity0.1 T4 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Str +7 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Mind.save +11 (+5 eff.) Confus- +36% Rings make your fingers look great! |
gladiator's voratun ring of blight (+16%)0.1 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Str +10 Con dps ---------- Phys.pwr +11 (+2 eff.) Dmg.mod +16% blight ----- def ----- Resists +16% blight Rings make your fingers look great! |
gold ring of speed0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +16% Acc +7 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Blinding Speed: Puts all charms on 28 cooldown Level 4.5 Pwr.cost 28 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings make your fingers look great! |
gold ring of time (+13%)0.1 T3 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +13% temporal ----- def ----- Resists +13% temporal Rings make your fingers look great! |
painweaver's stralite ring0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +9 (+9 eff.) Mind.pwr +11 (+5 eff.) Dmg.mod +6% all Rings make your fingers look great! |
pixie's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +7 (+7 eff.) Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +10 (+3 eff.) Disengage: Puts all charms on 7 cooldown Level 3.5 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 83% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
pixie's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +5 (+5 eff.) Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +12 (+3 eff.) Disengage: Puts all charms on 7 cooldown Level 3.5 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 83% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
pixie's stralite ring of warding0.1 T4 ring jewelry [Ego++] Arcane While equipped: Stats +5 Cun +7 Mag dps ---------- Spell.pwr +9 (+9 eff.) ----- def ----- Resists +19% acid +19% fire +12% lightning +19% cold Rings make your fingers look great! |
pixie's voratun ring0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +8 Mag dps ---------- Spell.pwr +10 (+10 eff.) Rings make your fingers look great! |
psionicist's gold ring of power0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +7 (+7 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +8 (+4 eff.) Rings make your fingers look great! |
psionicist's voratun ring of speed0.1 T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +6 Wil dps ---------- Mov.spd +17% Acc +15 (+4 eff.) ----- def ----- Defense +10 (+3 eff.) Mind.save +12 (+6 eff.) Blinding Speed: Puts all charms on 28 cooldown Level 4.5 Pwr.cost 28 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 37% for 5 turns. Rings make your fingers look great! |
savage's gold ring of power0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Con dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +7 (+7 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Spell.save +13 (+12 eff.) ---------- misc Max.stam +25.00 Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring of fire (+20%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Rings make your fingers look great! |
steel ring of power0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+1 eff.) Spell.pwr +8 (+8 eff.) Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
titan's stralite ring of misery0.1 T4 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +3 Cun +5 Con dps ---------- Melee+ 21 physical Ranged+ 23 physical On Hit (Melee): * 14% chance to reduce all saves and defense by 21 On Hit (Ranged): * 13% chance to reduce all saves and defense by 21 ----- def ----- Phys.save +10 (+3 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 14 cooldown Level 5.5 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 325% weapon damage over 7 turns, and all healing will be reduced by 70%. Rings make your fingers look great! |
titan's voratun ring of darkness (+30%)0.1 T5 ring jewelry [Ego] Arcane/Nature While equipped: Stats +6 Con dps ---------- Dmg.mod +15% darkness ----- def ----- Resists +30% darkness Phys.save +12 (+3 eff.) Rings make your fingers look great! |
titan's voratun ring of pilfering0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Con dps ---------- Acc +13 (+3 eff.) Apr +15 ----- def ----- Defense +9 (+2 eff.) Phys.save +12 (+3 eff.) Disengage: Puts all charms on 7 cooldown Level 3.5 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 83% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
warrior's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Str +2 Mag dps ---------- Melee+ 10 light Ranged+ 19 light Dmg.mod +11% light ----- def ----- Armour +8 Rings make your fingers look great! |
wizard's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+8 eff.) Blind- +23% ---------- misc Infravis +4 See.Stealth +5 See.Invis +12 Rings make your fingers look great! |
Hadudig the voratun longsword (169% power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 169% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +13 blight On Hit: 20% Epidemic 5 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- Res.pen +11% all Acc +11 (+3 eff.) Apr +11 ----- def ----- Resists +9% acid +3% nature Phys.save +6 (+2 eff.) Die.at -60.00 life Disease- +25% Teleport- +20% Sharp, long, and deadly. |
Mirrorazor (143% power, 23 apr)3.0 T4 steamsaw 1H weapon [Unique] Arcane/Steamtech Power 143% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +23 Crit +5.0% Atk.spd 100% Block +60 Dmg.conv 50% temporal On Hit: 8% Turn Back the Clock 2 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +20 (+5 eff.) Fatigue +8% Resists +15% temporal ---------- misc Talents +2 Block 5 turns after use, mirror yourself across the map (centered around the location you were standing when activated).. Uses 21 power out of 30/30 Activation is instant. The experiment of a mad chronomancer, this strange device is a portal into a backwards universe! That is, everything there spins the opposite direction. I guess it probably grinds things pretty well. |
The Twisted Blade (161% power, 24 apr)3.0 T5 steamsaw 2H weapon [Unique] Unknown/Steamtech Power 161% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +24 Crit +5.0% Atk.spd 100% Block +150 HP.leech +10% On Kill: * Fully heal yourself. (15 turn cooldown) Uses 1.0 Steam While equipped: ----- def ----- Armour +18 Defense +14 (+4 eff.) Fatigue +15% ---------- misc Talents +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... |
stralite steamsaw of projection (136% power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego+] Psionic/Steamtech Power 136% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +68 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
truestriking steel steamsaw of massacre (120% power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego+] Master/Steamtech Power 120% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +21 Uses 1.0 Steam While equipped: dps ---------- Res.pen +5% physical Acc +7 (+2 eff.) Apr +5 ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw of rage (150% power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego+] Master/Steamtech Power 150% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +95 Uses 1.0 Steam While equipped: Stats +4 Str dps ---------- Dmg.mod +10% physical Acc +20 (+5 eff.) ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
warbringer's voratun steamsaw (149% power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego+] Master/Steamtech Power 149% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +101 Uses 1.0 Steam While equipped: Stats +5 Con dps ---------- Phys.pwr +9 (+2 eff.) Res.pen +9% physical ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Disarm- +22% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
warbringer's voratun steamsaw of evisceration (148% power, 0 apr)3.0 T5 steamsaw 1H weapon [Ego++] Master/Steamtech Power 148% Range: 1.5x Uses 100% Str Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +88 On Crit: * Wound the target dealing 272 physical damage across 5 turns and reducing healing by 50% Uses 1.0 Steam While equipped: Stats +5 Con dps ---------- Phys.crit +11.0% Phys.pwr +20 (+5 eff.) Res.pen +10% physical ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Disarm- +35% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Hellsvagrant the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Dex +4 Cun +7 Con +6 Lck dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +6% fire Apr +1 ----- def ----- Armour +2 Mind.save +8 (+4 eff.) Stealth +6 Max.HP +30.00 ---------- misc T.Disarm +11 Infravis +4 A belt that goes around your waist. |
balancing hardened leather belt of recklessness1.0 T3 belt armor [Ego++] Master While equipped: Stats +5 Cun +3 Dex dps ---------- Phys.crit +11.0% Mind.crit +9% Crit.mult +9.00% Phys.pwr +4 (+1 eff.) A belt that goes around your waist. |
Nightmonster (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Wil +4 Mag dps ---------- Melee Ret 8 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Defense +2 (+1 eff.) Phys.save +10 (+3 eff.) Mind.save +9 (+4 eff.) Die.at -50.00 life ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yeti-fur Cloak (9 def, 2 armour)2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+2 eff.) Resists +15% cold Phys.save +10 (+3 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
thick linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+10 eff.) Mind.save +10 (+5 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 23 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
grounding pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of disengagement (0 def, 4 armour) =stun35=3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Cun +3 Dex ----- def ----- Armour +4 Fatigue +3% Silence- +28% Confus- +28% Stun/Frz- +35% Disengage: Puts all charms on 11 cooldown Level 2.5 Pwr.cost 11 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 73% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Morningpassion (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% light Res.pen +10% acid +5% light Acc +7 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +15% fire Phys.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +25% ---------- misc Light +2 Unarmed combat: Power 117% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Splendourblow (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +9% lightning Res.pen +10% mind +10% light Melee Ret 2 light ----- def ----- Armour +2 Resists +6% mind ---------- misc Light +3 Unarmed combat: Power 121% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steam Powered Gauntlets (0 def, 12 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 144% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
alchemist's dwarven-steel gauntlets of archery (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +3 Wil +4 Cun dps ---------- Melee+ 5 acid 4 fire 6 cold 5 lightning Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 122% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +15 Crit +8.0% Atk.spd 83% Melee+ +8 ice +10 fire +13 acid +12 lightning On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 14 cooldown Level 4.5 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 175% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +3 Str +3 Dex +3 Mag +3 Cun dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+2 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 119% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +15.0% Atk.spd 83% Melee+ +9 arcane On Crit.r2 +6 arcane On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. |
cinder dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +2 Fatigue +3% Resists +5% fire Unarmed combat: Power 119% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +6 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive voratun gauntlets of butchering (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Nature/Disrupt While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 9 acid Dmg.mod +4% acid Acc +9 (+2 eff.) Apr +10 ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +7% acid Spell.save +9 (+9 eff.) Unarmed combat: Power 136% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +24 Crit +10.0% Atk.spd 83% On Crit.r2 +6 acid On Hit: 10% Corrosive Breath 5 On Hit: * 24% chance to slow global speed by 47% * 17% chance to reduce armor by 14% Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves 'Layinn' (0 def, 3 armour)1.0 T4 hands armor [Rare] Nature While equipped: Stats +5 Dex +2 Wil +8 Con dps ---------- Melee+ 12 cold Dmg.mod +8% cold Apr +4 ----- def ----- Armour +3 Resists +8% cold Die.at -80.00 life ---------- misc Infravis +3 See.Invis +9 Unarmed combat: Power 135% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +13 ice On Hit: 10% Ice Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand hardened leather gloves of strength (+2) (0 def, 8 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 9 physical Dmg.mod +5% physical ----- def ----- Armour +8 Unarmed combat: Power 125% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +5 physical On Crit.r2 +7 physical On Hit: 10% Sand Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets of war-making (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: dps ---------- Phys.crit +7.0% Spell.crit +13% Mind.crit +6% Crit.mult +12.00% ----- def ----- Armour +3 Fatigue +5% Unarmed combat: Power 146% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +17.0% Atk.spd 83% On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-3 eff.) Spell.pwr -10 (-9 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-2 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Daimudedur (6 def, 12 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +6 Str +3 Dex dps ---------- Spell.crit +4% S.pwr/crit +4 Melee Ret 4 blight ----- def ----- Armour +12 Defense +6 (+2 eff.) Fatigue +5% Resists +3% all Phys.save +10 (+3 eff.) ---------- misc Mana/s.crit +2.00 Skullcracker: Puts all charms on 14 cooldown Level 4.5 Pwr.cost 14 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 739.0 Physical damage. If the attack hits, the target is confused (43% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+3 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Yeti Mind Controller (0 def, 3 armour)2.0 T1 head armor [Unique] Steamtech While equipped: dps ---------- Mind.crit +9% Mind.pwr +9 (+4 eff.) ----- def ----- Armour +3 Fatigue +3% Mind.save +10 (+5 eff.) Hack the mind of a weakened yeti. Uses 1 power out of 0/8 This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
Yvuth the voratun mail armour (11 def, 29 armour) =iii=14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +29 Defense +11 (+3 eff.) Fatigue +12% Resists +6% lightning +6% darkness +27% cold +6% mind +9% nature Mind.save +17 (+8 eff.) A suit of armour made of mail. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
47 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
19 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
13 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
21 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+8 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+8 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
17 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Pick of Dwarven Emperors (dig speed 12 turns)3.0 T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+10 eff.) Mind.save +10 (+5 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Earthquake: Level 5.5 Pwr.cost 21 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 24.24 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
dwarven-steel pickaxe of Reknor (dig speed 15 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Resists +7% darkness +7% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
soldier's voratun pickaxe (dig speed 11 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +4 Defense +6 (+2 eff.) Resists +7% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3)0.0 disk lore [Unique] A strange black disk found in the G.E.M. You have no idea how to use it. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
14 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
nightwalker's dwarven lantern of the zealot1.0 T5 lite [Ego++] Nature/Disrupt While equipped: Stats +5 Wil dps ---------- Phys.crit +6.0% Crit.mult +15.00% Phys.pwr +7 (+1 eff.) ----- def ----- Resists +3% all Spell.save +15 (+13 eff.) ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
piercing dwarven lantern1.0 T5 lite [Ego+] Master While equipped: dps ---------- Res.pen +10% all Apr +10 ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
piercing dwarven lantern of the zealot1.0 T5 lite [Ego++] Disrupt/Master While equipped: dps ---------- Res.pen +10% all Apr +5 ----- def ----- Resists +3% all Spell.save +10 (+10 eff.) ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
4 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 140 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing fiery salve [power 33] amazing fiery salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 53% cooldown modifier. Remove 3 magical effects and grants a fiery aura (33% fire, light and lightning affinity) Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing frost salve [power 33] amazing frost salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 53% cooldown modifier. Remove 3 physical effects and grants a frost aura (33% cold, darkness and nature affinity) Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
amazing water salve [power 33] amazing water salve [power 33]1.0 T5 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 53% cooldown modifier. Remove 3 mental effects and grants a water aura (33% blight, mind and acid affinity). Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
powerful fiery salve [power 25] powerful fiery salve [power 25]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 53% cooldown modifier. Remove 2 magical effects and grants a fiery aura (25% fire, light and lightning affinity) Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 25] powerful frost salve [power 25]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 53% cooldown modifier. Remove 2 physical effects and grants a frost aura (25% cold, darkness and nature affinity) Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 349] powerful healing salve [power 349]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 53% cooldown modifier. Heal 349 Puts Talent Medical Injector on 11 cooldown Medical salve. |
powerful water salve [power 25] powerful water salve [power 25]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 53% cooldown modifier. Remove 2 mental effects and grants a water aura (25% blight, mind and acid affinity). Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
simple frost salve [power 17] simple frost salve [power 17]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 53% cooldown modifier. Remove 1 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Puts Talent Medical Injector on 18 cooldown Activation is instant. Medical salve. |
simple healing salve [power 215] simple healing salve [power 215]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 144% efficiency and 53% cooldown modifier. Heal 215 Puts Talent Medical Injector on 11 cooldown Medical salve. |
Stralite Sand Shredder0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
0.0 T4 steamtech tinker [Plot Item] Steamtech Yetis left to call: 8 Call a trained yeti for help. Uses 1 power out of 8/8 Call a trained yeti to your side. |
dwarven steel razor edge0.0 T3 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +12 Crit +12.0% Tinkers can be attached to normal items to improve them with steam power! |
dwarven steel spike attachment0.0 T3 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 30 physical ----- def ----- Armour +12 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
good head lamp0.0 T2 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +4 (+1 eff.) ---------- misc Light +4 Tinkers can be attached to normal items to improve them with steam power! |
great fungal web0.0 T4 steamtech tinker [Normal] Steamtech Attachable to belt When attached: Heals you for 100 life when you use a salve. Tinkers can be attached to normal items to improve them with steam power! |
iron rocket boots0.0 T1 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +1 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
powerful air recycler0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
steel razor edge0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +8 Crit +8.0% Tinkers can be attached to normal items to improve them with steam power! |
steel razor edge0.0 T2 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Apr +8 Crit +8.0% Tinkers can be attached to normal items to improve them with steam power! |
steel saw projector0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
voratun spike attachment0.0 T5 steamtech tinker [Normal] Steamtech Attachable to body When attached: dps ---------- Melee Ret 50 physical ----- def ----- Armour +20 Fatigue +1% Tinkers can be attached to normal items to improve them with steam power! |
piercing voratun torque of psionic shield [power 133] (18 cooldown)2.0 T5 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 133 for 5 turns Puts all charms on 18 cooldown 100% to increase all damage penetration by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing stralite torque of mindblast [power 275] (11 cooldown)2.0 T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 302 mind damage and silencing them for 4 turns Puts all charms on 11 cooldown 100% to heal for 43. Torques are made by powerful psionics to store psionic powers. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 18 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
extending dragonbone totem of healing [power 452] (11 cooldown)2.0 T5 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 452 Puts all charms on 11 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
soothing elven-wood totem of healing [power 362] (11 cooldown)2.0 T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 362 Puts all charms on 11 cooldown 100% to heal for 39. Natural totems are made by powerful wilders to store nature power. |
14 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+13 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 71 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 25 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 21 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
10 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+10 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+10 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By Ragefang the Orc Sawbutcher level 10
19th Retaking 124th year of Ascendancy at 04:28 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By Ragefang the Orc Sawbutcher level 13
25th Retaking 124th year of Ascendancy at 06:05 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Ragefang the Orc Sawbutcher level 29
44th Revenge 124th year of Ascendancy at 01:47 see stats
Imp'ing Away (Roguelike)
You have spared the last remnants of the Atmos Tribe, showing mercy where others gave none to the orcs.By Ragefang the Orc Sawbutcher level 50
50th Destruction 124th year of Ascendancy at 20:57 see stats
Level 10 (Roguelike)
Got a character to level 10.By Ragefang the Orc Sawbutcher level 10
17th Retaking 124th year of Ascendancy at 11:43 see stats
Level 20 (Roguelike)
Got a character to level 20.By Ragefang the Orc Sawbutcher level 20
9th Revenge 124th year of Ascendancy at 21:24 see stats
Level 30 (Roguelike)
Got a character to level 30.By Ragefang the Orc Sawbutcher level 30
6th Pain 124th year of Ascendancy at 08:49 see stats
Level 40 (Roguelike)
Got a character to level 40.By Ragefang the Orc Sawbutcher level 40
36th Loss 124th year of Ascendancy at 03:12 see stats
Level 50 (Roguelike)
Got a character to level 50.By Ragefang the Orc Sawbutcher level 50
43rd Destruction 124th year of Ascendancy at 23:26 see stats
One Ill Turn Deserves Another (Roguelike)
The Palace of Fumes stands in ruins, its Council shattered. The Atmos Tribe will not bother the Prides anymore.By Ragefang the Orc Sawbutcher level 50
44th Destruction 124th year of Ascendancy at 00:21 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By Ragefang the Orc Sawbutcher level 33
43rd Dearth 124th year of Ascendancy at 20:22 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Ragefang the Orc Sawbutcher level 31
33rd Dearth 124th year of Ascendancy at 05:39 see stats
The Dead God Rests (Roguelike)
You have defeated the Sher'tul Priest trying to resurrect Amakthel, saving both the Prides and the world.By Ragefang the Orc Sawbutcher level 50
50th Destruction 124th year of Ascendancy at 08:10 see stats
The High Lady's Destiny (Finale) (Roguelike)
Crushed High Sun Paladin Aeryn and with her destroyed the bastion of the Sunwall.By Ragefang the Orc Sawbutcher level 38
14th Loss 124th year of Ascendancy at 21:17 see stats
This will make a big Omelette! (Roguelike)
Collected 40 ritch eggs in the Ritch Hive.By Ragefang the Orc Sawbutcher level 22
12nd Revenge 124th year of Ascendancy at 13:44 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Ragefang the Orc Sawbutcher level 46
34th Destruction 124th year of Ascendancy at 16:06 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Ragefang the Orc Sawbutcher level 21
11st Revenge 124th year of Ascendancy at 07:47 see stats
Log
There is a Huge door to Kaltor's Shop here (press '' or right click to use).
There is a Huge door to Kaltor's Shop here (press '' or right click to use).
There is a Entrance to the Vaporous Emporium here (press '' or right click to use).
Today is the 23rd Retaking of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 08:28.
There is a Huge door to Kaltor's Shop here (press '' or right click to use).
Today is the 24th Retaking of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 03:56.
There is a Kruk Pride (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 25th Retaking of the 125th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:13.
---------- Combat started ----------
---------- Turn 1 ----------
Saving done.
---------- Turn 2 ----------
Ragefang roars triumphantly.
---------- Turn 3 ----------
---------- Turn 4 ----------
---------- Turn 5 ----------
---------- Turn 6 ----------
---------- Turn 7 ----------
Ragefang is no longer inspired.
---------- Turn 8 ----------
---------- Turn 9 ----------
---------- Turn 10 ----------
---------- Turn 11 ----------
---------- Turn 12 ----------
---------- Combat ended after 13 turn(s) ----------
Saving game...
Saving done.

































































































































































